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Myth

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AFAIK there might/are not going to be research teams as such. HoI3 is apparently going to have a mixed HoI1/Vicky-esque research system, with research points and a convoluted too-detailed tree. That's about all that's known though.
 

Ceeker

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G'Kar said:
Research teams gave a nice touch though...

They were fun, but were you ever frustrated when you tried playing certain minors and you were lacking teams to do certain things? Granted, Romania shouldn't be able to arm itself with nukes in any reasonable amount of time, but it did have a reasonably advanced aircraft industry and if the player chooses to focus on that they should only be penalised by industry and resource limits rather than crappy tech teams* (if you spend 10 years of gametime focusing aircraft tech, why do they still suck afterwards?)

While HOI-1 was a bit overcomplicated at least there was a bit more flexibility if you wanted to play ahistorically, especially with minor nations.

You could probably have a compromise there anyway and use both systems or enable teams to develop over time with investment/espionage/bribery of foreign scientists.

*Just using Romania as an example, can't recall how good their aircraft tech team is.
 
Mar 18, 2006
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Is that....in HoI2 research idea....put 1 reserach team skill 1 with one "naval" trait, and in some years they can develop nukes :p
 

Bullfrog

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There must be some new feature of HOI3 that will gently push some types of research over others depending on the nation, as well as some "restrictions" such as nuclear techs. In HoI2, only the majors and major-minors had a nuclear tech team, which I found accurate. Also landlocked nations should have some serious trouble with naval techs, etc.

I want the tech teams to play a role in HoI3, so that some national personality, lacking in HoI and introduced in HoI2, does not fade away.
 

Wulf145

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Bullfrog said:
There must be some new feature of HOI3 that will gently push some types of research over others depending on the nation, as well as some "restrictions" such as nuclear techs. In HoI2, only the majors and major-minors had a nuclear tech team, which I found accurate. Also landlocked nations should have some serious trouble with naval techs, etc.

I want the tech teams to play a role in HoI3, so that some national personality, lacking in HoI and introduced in HoI2, does not fade away.

I'll second that.
 

kender79

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I'll second that, too.

Research Team are an investment for nation.
degrees/level and spéciality represent the competences accumulated by HeadQuater (a general alone could hardly influence country, he must have somes supports) or Industry (Private or National).

So, going for nuke as a minor must be very difficult and need a big (BIG) investment in time, money and work. But it must be possible; it will just be terrible Bet (try).

Learning Research team could be a must to represent that.
a Generic Level (not moving) + some additional Level by technology (from Xp) could be more fun. The additional technology coming from time spend on this techno.

PS : I'm waiting the new detailed tree. I regret the old HOI 1 research tree.
 

dublish

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kender79 said:
PS : I'm waiting the new detailed tree. I regret the old HOI 1 research tree.
I liked the old HoI tech tree. Sure, the interface was bad, and it didn't allow for much customization in the fields that really mattered (i.e. doctrines), but I thought the system of individual techs providing specific bonuses to be much superior than the HoI2 system of introducing new models for everything.
 

unmerged(62251)

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Ceeker said:
They were fun, but were you ever frustrated when you tried playing certain minors and you were lacking teams to do certain things?


Never. I liked the realistic touch.



I consider disturbing the HoI2 tech teams as the work of whiners who can't put up with historical reality.
 

Wulf145

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dublish said:
I liked the old HoI tech tree. Sure, the interface was bad, and it didn't allow for much customization in the fields that really mattered (i.e. doctrines), but I thought the system of individual techs providing specific bonuses to be much superior than the HoI2 system of introducing new models for everything.

The HOI 1 tech system had other disadvantages as well, using IC for research was a bit unrealistic. I mean the General Staff didn't stop raising Divisions because they are developing a new Doctrine, Messerschmitt didn't stop producing ME109s just because they designed a successor.

If one wants to have the HOI1 detail, OK, but coupled with the HOI2 'upgrade' system.
 

WarDog

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I hope tech teams survive in HOI3. I love the flavor they give to the game. Even picking a team for every tech I am going to research is ok. It is an interesting and nice task. It never feel like micromanagement.

One aspect I rely liked was that the teams helped in generating a national "feel" to the game. The divisions in HOI2 might be too generic, but the tech teams make it quite clear what nation you are playing. It encouraged a tech strategy depending on the nations historical experiences and possibilities. It also restricted the "I managed WC with Luxembourg" exploits.
The graphic mods use a LOT of time improving a simple thing like the tech team pictures. That say something.

Now if we only could keep tech teams and get an improved and more HOI style tech tree...
 

dublish

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I predict an advisor/tech system similar to what we've seen in EU3/Rome, where you hire people/companies that influence research but do not necessarily assign them to specific projects.
 

Wulf145

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dublish said:
I predict an advisor/tech system similar to what we've seen in EU3/Rome, where you hire people/companies that influence research but do not necessarily assign them to specific projects.

Could you explain to me how the EU3/Rome system works. I don't have the Games so I am having problems visualising it.

I hope that the mutualy exclusive Doctrin paths will be preserved in HOI3 and if the komplexety of the HOI1 tech tree is brought back that ther will be a map or 'help' function showing which advance leads to which improvement.
 

Alex_brunius

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Myth said:
AFAIK there might/are not going to be research teams as such. HoI3 is apparently going to have a mixed HoI1/Vicky-esque research system, with research points and a convoluted too-detailed tree. That's about all that's known though.

I really hope thats not true, Where have you learned this? I couldn't find it in the links to press coverage from the sticky. :(

Research teams, provided lovely flavour, historical accurate limitations, feeling of long term investment and realism. All things with them in HoI2 is great if you skip that minor detail that progress is lost if you lose a slot. But I would rather consider that i bug paradox never bothered to fix.

In short: Paradox please don't do anything stupid like removing techteams, I don't see why you can't have a detailed tree with them. Worked super in the mods that got 3x number of techs and if you really plan on implementing 1000:s of techs a easy "auto assign techteams" checkbox would do the trick. You could still assign important techs or assign them in wartimes when speed is set slower.
 
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